Senior Learning Designer
LeapFrog Enterprises, Inc., Learning Team
I am a child psychologist and an educator with a Ph.D. from Tufts University in Child Development. In the past decade, I have focused my research and scholarship on the role of new digital technologies in children's lives, especially in the areas of social and intellectual development. I have written and published in a wide range of research disciplines including educational technology, the learning sciences, early childhood development, children and play, positive youth development, and cultural psychology.
Professionally, I am a Senior Learning Designer at Leapfrog Enterprises, Inc., where I design educational games and learning toys for young children. In 2006, I cofounded Ponte & Chau Consulting, Inc., a consulting firm that specializes in helping child-centered organizations grow with research- and evidence-based practice and strategies.
I have also engaged in a number of exciting collaborations from new digital innovations to youth programming. I am always on the look out for new projects and collaborations.
LeapFrog Enterprises, Inc., Learning Team
Ponte and Chau Consulting Inc.
MIT, New Media Literacies, Comparative Media Studies
Tufts University, Developmental Technologies Research Group
Ph.D. in Applied Child Development
Tufts University, Eliot-Pearson Department of Child Development
M.A. in Applied Child Development
Tufts University, Eliot-Pearson Department of Child Development
B.A. in Music and Psychology
Washington University in St. Louis
Tufts University, Eliot-Pearson Department of Child Development
For accomplishments in scholarship and applied work that have demonstrated the most potential to foster the integration of research and practice in the field of child development.
The TAGIE Awards, Chicago Toy & Game Group
Electronic Adaptation, LeapFrog Creativity Camera Case and App.
Tufts University, Eliot-Pearson Department of Child Development
Tufts University
For excellence as a teaching assistant and for mentoring undergraduates students in the arts, humanities, natural sciences, or social sciences.
Washington Universtiy in St. Louis
For efforts that have enhanced the campus climate as it relates to race, gender, gender identity, sexual orientation, religion, culture, socioeconomic status, disabilities, and wellness.
Washington University in St. Louis
Travel fellowship ($5,000) awarded to support indepedent travel and research with a particular purpose to explore the various facets of the United States.
Washington University in St. Louis
Summer fellowship and leadership program awarded to selected student leaders for exploring various opportunities in social and community work.
If play is the route to healthy development, toys are the pathway to play.
-Jeffrey Goldstein, Ph.D.
Being a doctor involves a lot of problem solving, logic and reasoning. This game allows children to build those skills as they play along with Doc. Plus, it teaches children about health and hygiene topics, and addresses their fears of the doctor by explaining and familiarizing players with the check-up process and tools. (For Ages 3-5 yrs)
In Holi and Oli: Viking Adventure, children create sequences of commands, similar to those found in computer programming activities, to solve game problems. It engages children in a type of computational thinking that helps to develop planning and logic skills important for mathematics, science, and other subjects. (For Ages 5-9 yrs)
Designed specifically for preschoolers, Sesame Street provides early exposure to STEM concepts and helps foster their budding powers of investigation, observation and experimentation. Learn about simple machines, gravity, engineering, and logic skills. (For Ages 3-5 yrs)
Each level is designed to exercise logic skills, requiring them to rely on tools in the environments to overcome opponents and obstacles. Children are encouraged to test problem-solving strategies, learn from mistakes and try again. Play games like Guess Who, memory, and mazes. (For Ages 4-7 yrs)
Whether outfitting first responders with the correct gear, identifying areas in danger on a map or understanding the science behind natural phenomena, children explore science concepts as they navigate their way to success in this game. Learn about tornadoes, earthquakes, forest fires, and more. (For Ages 3-5 yrs)
With 3 levels of difficulty and art lessons with Mr. Pencil, children can learn about art fundamentals like using shapes and lines to create drawings. Multiplayer modes help players grasp what it means to draw for an audience. (For Ages 4-7 yrs)
Learning about history helps children develop a sense of time and understand that technology and culture evolve. In this game, children journey through time engaging with activities that spark curiosity about the history of everyday objects. Explore similar objects like automobies and clocks across history, and meet famous inventors and hear their stories. (For Ages 5-8 yrs)
Water is one important natural resource that children experience on a daily basis. In this game, children explore basic concepts about where water comes from, and how society uses technology to transform natural water for our daily use. Games teach about filtering and sanitizing water, daily home uses, sewage systems, and water conservation (For Ages 3-5 yrs)
A day at the playground provides a familiar and fun context for exploring visual skills, music and rhythm, memory skills and more. Children practice basic logic and reasoning skills, such as matching and sequencing, and have fun building a vehicle, making music or growing a garden. (For Ages 3-4 yrs)
The eternal gulf between being and idea can only be bridged by the rainbow of imagination.
-Johan Huizinga
This dissertation examines the extent to which children's mobile apps are designed appropriately to promote the optimal development of preschool children aged three to five. Extending on previous work, this study examined 100 children's apps and revealed that only a non- significant majority of apps (58%) were meaningfully and appropriately designed for preschool children in terms of user interface, audio and visual design, and instructional support. The apps selected for this sample included games and learning activities, interactive eBooks, as well as creativity and utility apps. Vignettes and examples are used to illustrate common content and design approaches. This study underscores the need for developmentally meaningful children’s mobile apps for preschool children.
This study focuses on preschool teachers' beliefs about behavior management strategies in Beijing, Tokyo, and Boston. Data from 194 teachers were collected regarding the perceived effectiveness of various behavior management strategies in hypothetical situations involving child misbehavior and/or distress. The findings revealed a significant difference across culture, with Tokyo teachers more likely to endorse indirect strategies, Boston teachers more likely to endorse democratic strategies, and Beijing teachers more likely to endorse autocratic strategies.
This chapter examines the history of playground design and affordances and summarizes a playground renovation project that transformed a traditional school-yard playground into a naturalistic playscape. Observations from before and after the renovation are used to illustrate the impact and outcomes of the playscape design.
This chapter presents a new theoretical model, Positive Technological Development, as a lens for examining the role of new technologies on youth development. Data from 188 undergradate students were collected to assess their attitudes toward technology use and their technology-rich environments. Factor analysis revealed significant support for a six-factor model of youth technology use. Examples from a youth technology program illustrate different ways that youth utilize technological tools for social, intellectual, and personal purposes.
This chapter describes four studies that used virtual worlds as a way to connect youth in organized program settings, including a summer camp for early teens, an orientation program for college entrants, a school transition program for pediatric patients with chronic illness, and an international youth network spanning multiple continents. Case examples and vignettes illustrate the use of virtual world technologies for social and personal purposes across the adolescent age span, and design features that promote or hinder these activities.
Twenty-two post-transplant pediatric patients participated in a virtual world social program over nine mouths. The web-based virtual world environment bridged geographical distance and gave these patients an opportunity to connect with each other from their homes or hospital beds. Physicians and specialists also participated to promote healthy living and medical adherence. Virtual artifacts and chat logs were analyzed. This study demonstrated the feasibility and safety of a virtual world as a potential psychosocial intervention for post-transplant adolescents.
Thirty-six college entrants participated in a pre-orientation program that engaged them in civic dialogue and activities through a collaborative virtual world building exercise. The virtual world emulated the college campus and gave participants an opportunity to take different roles to construct virtual spaces or legislate campus rules and regulations. After the three-day program, participants were followed for the next nine months. At the end of the academic year, participants and a control group were surveyed for their participation in campus and civic activities. Program participants were more likely to report engagement in activities to express their political and social viewpoints.
A review of this edited collection that examines the 'new' in new literacies - what it means to read, write, and learn with and through new digital technologies.
This paper discusses the Virtual Communities of Care Project that uses a 3D virtual enviornment to support a psycho-educational intervention for pediatric post-organ transplant patients. These patients have difficulties in developing a peer network due to chronic illness, and as a result they are often incompliant to medical and other requirements. Our goals are to examine the extent to which we can leverage youth interest in technologies to develop an intervention to support peer network building and medical adherence.
This chapter examines the different trends of technology use in early childhood education and provides a developmental lense to assess the appropriateness of these technologies for supporting early childhood education. Using an applied child development framework, we describe different types of technologies including computed-aided instruction software, intelligent systems, constructionist enviornments, and technological tools for promoting collaboration.
Eighty-five college freshmen participated in this cross-sectional study that examined the association between online civic engagement and participants' experience and attitudes about technology. Findings revealed that perceived technological competence and experience with social uses of technology are significantly associated with frequency ofuse of the Internet for civic and pro-social purposes.
Youth development is multifaceted. While educational researchers have paid attention to one or few of these foci, it is imperative to understand how our technologies influence the various facets of youth development. We developed the Positive Technological Development research model to detail the overall impact of a technology on youth. We present a study describing how the PTD model illustrates the impact of an educational technology, while illuminating design areas that need to be revised.
Eighteen college students participated in this program to collaboratively designed a virtual college campus by researching information online, interviewing faculty and administrators, using graphics programs, and designing a campus with our software Zora. Zora, an Identity Construction Environment, was purposefully created to encourage participants to explore issues of identity, decision-making, and personal values. Results showed that participants engaged in meaningful deliberation about issues related to college life.
This article focuses on the design and use of Zora, a three-dimensional virtual environment in which players can create virtual imageries and artifacts and chat with each other remotely, to promote civic discouse and dialogue among young people. Vignettes and examples from a youth summer camp using Zora illustrate how different technological features elicited various types of civic actions as young users formulate the social environment of this otherwise generic virtual space. Zora also afforded these young users a space to develope a virtual community that became a safe space for experimenting with decisionmaking, self-organization, and civic conversations, as well as for testing democratic values, behaviors, and attitudes.
We live in a world in which we need to share responsibility. It's easy to say "It's not my child, not my community, not my world, not my problem." Then there are those who see the need and respond. I consider those people my heroes.
-Fred Rogers
Live webcast interview with wetheteachers.com on topics related to games an technologies in the classroom, implementation, and opportunities.
Live webcast panel discussion with Henry Jenkins (MIT) and Mark Warshaw (The Alchemists) on topics related transmedia navigation, the media, and learning.
Panelist. Hosted by the way Rogers Center.
Invited participant. Hosted by the Fred Rogers Center.
Invited participant. Hosted by Children's Technology Review
Chau, C., Ponte, I., & Kuh, L. Paper presented at American Educational Research Association Conference, Vancouver, BC.
Chau, C. In the Pechal Kucha series From Fan Activism to Political Activism: Participatory Democracy around Popular Media Affinity Groups (Chair Sangita Shresthova). Paper presented at Digital Media and Learning Conference 2010, San Diego, CA.
Chau, C. Keynote presentation at the 2009 Learning in a Participatory Culture Conference, Cambridge, MA.
Chau, C. Chair and Organizer. Symposium presented at the 2007 Society of Research in Child Development Conference, Boston, MA.
Chau, C. In the symposium Developmental Technologies: Positive uses of technology for youth learning and development. Paper presented at the 2007 Society of Research in Child Development Conference, Boston, MA.
Chau, C., & Bers, M. Poster presented at the 2007 American Educational Researcher Association Annual Conference, Chicago, IL.
Chau, C., Fan, S., New, R., Kirst, S., & Ponte, I. Poster presented at Head Start's 8th National Research Conference, Washington D.C..
Chau, C., & Bers, M. Poster presented at the American Educational Research Association 2006 Conference, San Francisco, CA.
Chau, C., & Bers, M. Symposium paper presentation at the 2005 Annual American Psychological Association Convention, Washington, D.C..
Chau, C. Paper presented at Student Presentation Day at Eliot-Pearson Department of Child Development, Tufts University, Medford, MA.
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